RolStoppable said:
Now, Khuutra, you are well aware of all that, but in the past you could insist that Zelda is fine, because the sales numbers of each iteration are solid at worst or on par with old Zelda at best. But things are different in 2011. The Super Mario Bros. series has eclipsed the sales numbers of the older games and will end up with 50 % more (or more) sales than Super Mario Bros. 3/Super Mario World when all is said and done. This means that stagnation is not good enough for Zelda and stagnation is a result of existing fans being loyal while newcomers and quitters are offsetting each other. Zelda could and should grow as well, just like SMB.
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Congratulations, you are using the oldest argument against my original point, and it's still not any good.
The problem here is that you're not allowing for a difference in inherent levels of appeal between a game like Super Mario Bros. versus a game like legend of Zelda, which is to say that Super Mario games (and sidescrollers in general) are based on factors that will appeal to a given portion of a userbase that increases roughly in proportion to the whole of a userbase. If you sell 100 million consoles, you can expect Mario to sell more than he would on a 70-million userbase.
Zelda is not like that. All Zeldas (especially the 2D ones, but the 3D ones can't avoid this either) operate off of value propositions that have a limited amount of appeal no matter what. You could take the original Zelda, carry over all the values that the nostalgiacore mourn and pine for, and it still wouldn't ever sell much more than Ocarina of Time. Zelda's ability to appeal to a userbase is limited by its genre and by its mechanics, and it will very probably never break the 10 million barrier in terms of sales no matter what they do with it. That said, this goes both ways, as Ocarina of Time selling to about 25% of the N64 userbase will attest. Zelda's sales are not determined or even really influenced by userbase, never have been, and probably never will be.
You will take note that LInk to the Past contained more optional swords than the Legend of Zelda did, comparably difficult dungeons (Misery Mire is more or less comparable to Level 6 in the original, though note Level 7 or 8), a doggedly aggressive overworld, and was probably the apex of the series in terms of a mix of difficulty and supplied direction. It had optional quests an items out the wazoo, optional powerups, optional areas of the map, zillions of secrets, emergent gameplay to make any other adventure series sit down and reconsider their place in the world.
But it still failed to drive growth in the series and was eventually outsold by Phantom Hourglass.
More, you're being intentionally misleading in implying that Wind Waker was the point where the overworld stopped trying to kill you - yes, even when you allowed that it was "the absolute latest". It is neither the first nor the most egregious. Ocarina of TIme takes the cake for both of those. Ocarina of Time is, in many ways, the easiest game in the series, and there are whole sections of the overworld where you might not run into any enemies at all, and if you do they're slow enough that you can just walk away from them or only do 1/4th a heart in damage anyway. Dying in Ocarina of Time is usually chalked up to simply getting used to working in a 3D world, since healing items are so plentiful. If you're careful, there is absolutely no excuse for dying in OoT. Yet it is the best-selling Zelda ever made, and will continue to be so until Twilight Princess passes it up sometime this year.
On the other hand, look at Majora's Mask and how it compares. More optional sidequests, stuff you don't really have to do, a more aggressive and dangerous overworld, a more pronounced level of difficulty on the whole, THREE completely optional swords that are not required to beat the game (four if you count the Fierce Deity's sword, but that would be stupid), an overworld that is incredibly dense in terms of things to do per square foot.... yet it only sold 40% of what its predecessor did. You can chalk that up to a lot of things, including the necessity for the RAM expansion pack and the time mechanic, but the point remains that the shift in values from OoT to MM that caused its decline was not matched by any theoretical boost it should have gotten from a return to more oldschool values in other areas.
Don't speak for "most" gamers. You don't know them, you haven't asked them, and you have no way of relaying their perspectives. Zelda is in no mroe trouble than at any other point in its life, and this will continue to be true even if Skyward Sword only sells 5 million copies.
Again: the values you propose aren't good enough.